* fix: zone grid snapping, shelf position panel, deselect on item placement - Zone tool reads the editor's gridSnapStep (0.5/0.25/0.1/0.05) instead of a hardcoded 0.5 for both cursor move and click snapping. - Shelf inspector gains a Position group (vec3 X/Y/Z sliders), matching the item panel. - Item catalog clears the viewer selection before arming placement so shortcuts (rotate & co) don't hit both the ghost and the selected node. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * refactor: move level display naming into @pascal-app/core getDefaultLevelName / getLevelDisplayName ("Ground Floor" / "Floor N" / "Basement N") lived in packages/editor's internal lib, so viewer-only surfaces couldn't reach them and fell back to hand-rolled "Level N" labels. The helpers are pure domain logic, so they move to core and export from its barrel; the editor package's seven call sites now import them from there. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
@pascal-app/core
Core library for Pascal 3D building editor.
Installation
npm install @pascal-app/core
Peer Dependencies
npm install react three @react-three/fiber @react-three/drei
What's Included
- Node Schemas - Zod schemas for all building primitives (walls, slabs, items, etc.)
- Scene State - Zustand store with IndexedDB persistence and undo/redo
- Systems - Geometry generation for walls, floors, ceilings, roofs
- Scene Registry - Fast lookup from node IDs to Three.js objects
- Spatial Grid - Collision detection and placement validation
- Event Bus - Typed event emitter for inter-component communication
- Asset Storage - IndexedDB-based file storage for user-uploaded assets
Usage
import { useScene, WallNode, ItemNode } from '@pascal-app/core'
// Create a wall
const wall = WallNode.parse({
points: [[0, 0], [5, 0]],
height: 3,
thickness: 0.2,
})
useScene.getState().createNode(wall, parentLevelId)
// Subscribe to scene changes
function MyComponent() {
const nodes = useScene((state) => state.nodes)
const walls = Object.values(nodes).filter(n => n.type === 'wall')
return <div>Total walls: {walls.length}</div>
}
Node Types
SiteNode- Root containerBuildingNode- Building within a siteLevelNode- Floor levelWallNode- Vertical wall with optional openingsSlabNode- Floor slabCeilingNode- Ceiling surfaceRoofNode- Roof geometryZoneNode- Spatial zone/roomItemNode- Furniture, fixtures, appliancesScanNode- 3D scan referenceGuideNode- 2D guide image reference
Systems
Systems process dirty nodes each frame to update geometry:
WallSystem- Wall geometry with mitering and CSG cutoutsSlabSystem- Floor polygon generationCeilingSystem- Ceiling geometryRoofSystem- Roof generationItemSystem- Item positioning on walls/ceilings/floors
License
MIT